Temporarily fix shadow ward not damaging its caster
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@@ -15,6 +15,7 @@ import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.DamageSource;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.world.World;
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@@ -58,8 +59,10 @@ public class ShadowWard extends Spell {
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event.setCanceled(true);
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// Now we can preserve the original damage source (sort of) as long as we make it retaliatory.
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event.getEntityLiving().attackEntityFrom(
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MagicDamage.causeDirectMagicDamage(event.getSource().getTrueSource(), DamageType.MAGIC, true), event.getAmount() * 0.5f);
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// For some reason this isn't working, so I've reverted to plain old magic damage for now.
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//event.getEntityLiving().attackEntityFrom(
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// MagicDamage.causeDirectMagicDamage(event.getSource().getTrueSource(), DamageType.MAGIC, true), event.getAmount() * 0.5f);
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event.getEntityLiving().attackEntityFrom(DamageSource.MAGIC, event.getAmount() * 0.5f);
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((EntityLivingBase)event.getSource().getTrueSource()).attackEntityFrom(
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MagicDamage.causeDirectMagicDamage(event.getEntityLiving(), DamageType.MAGIC, true), event.getAmount() * 0.5f);
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}
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